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Showing results for tags 'location'.
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So, I know that you need to have animation files imported and then selected when to play what. For the inactive bernie, things are laid out pretty straight forward, since him being inactive means only two animations (beaten up and normal idle). For the active version, you have multiple ones, like 5 or so, not entirely sure, yet, in the bernie_active.lua there is only one animation declared and it's in fn: inst.AnimState:PlayAnimation("idle_loop") So... where exactly is the code that applies all of the other animations including trottling taunt animation, walking animation, waking up animation, getting hit animation etc.?
Even though this is related to a mod of mine, I am filing this as a bug. I will explain why. On the server-side, I have enabled a mod, which adds and uses a new location for one of the worlds. If a client (without any mods enabled), browses through the lobby, they will see the game with that mod enabled. If they join the game, there are not any problems and everything is OK. However, if a client decides to view the world settings, they will see a tab with "???" (unknown) and an error will pop-up, requesting the client to exit the game or disable any mods (even though the client has no mods enabled). I don't mind the "???" tab, but I do mind the crash. This should not occur in the lobby, I would think. The cause of the error is that the location is not defined for the client-side, since the mod is not loaded for the client (as the client is still in the lobby). Thus, a function called GetDataForLocation returns nil and locationdata gets assigned a nil value. Then this happens and everything goes wrong: [00:05:21]: [string "scripts/map/customise.lua"]:313: attempt to index local 'locationdata' (a nil value) I don't think the problem is with the server-side mod, but even if this were the case, then the game should still not be allowed to crash in the lobby for a client, right? See also (ignore the first post): I don't think my mod is relevant, but in case you need it... Here it is: http://steamcommunity.com/sharedfiles/filedetails/?id=726432903
Dear fellow modders (and perhaps the Klei developers if they are reading this), I have been into modding for a few weeks now. I am learning something new every day and feeling more confident each time. I have been into creating new thematic worlds. Adding new rooms, tasks, tasksets, levels, prefabs, etc. I managed to add something new every time. The world I am working on right now involves a lot of snow. While studying the code, I noticed that I could have even more control over my world by creating my own location for it by using AddLocation. I called this location forest_snow. I simply copied the code from the forest location and see what I could do with it. I noticed that each location had its own associated prefab, which is generated based on the name of the location. So I created a prefab accordingly and called it forest_snow. Since my mod is made for DST, I noticed I also had to create a network prefab for it, so I created a forest_snow_network prefab as well. All code has been copied from forest and forest_network respectively. To make the distinction between this location and the other locations, I added a world temperature to the snow forest with a temperature modifier of 0.1, thus making it very cold. I mainly used this for testing, so that I would get cold in autumn on day 1, I would know the location works correctly. However, the location did not appear in the UI. At first, I thought there was simply no support for it in the interface, so I decided to test it on my dedicated server instead. On my dedicated server, I got this error, almost as if it wasn't loaded at all: Note that this is all working if I replace forest_snow by forest! I have even been looking at the Up and Away mod to see what they did to solve the problem, but as far as I can see, they are not adding their location to the game (even though it has been defined). It almost seems as if AddLocation itself is not working (why else would they define but not use it?). If this is true, this would be bad news... P.S. I made sure that everything was imported. I checked the PrefabFiles, I checked the modworlddgenmain to make sure that everything was loaded in the correct order. I cannot see any mistake there. What I mainly want to know: is AddLocation supported at all? Can I even hope to get this to work? Apparently: yes. But... (see below)